RPG Evolution: The Trouble with Halflings

Over the decades I've developed my campaign world to match the archetypes my players wanted to play. In all those years, nobody's ever played a halfling.

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Picture courtesy of Pixabay.

So What's the Problem?​

Halflings, derived from hobbits, have been a curious nod to Tolkien's influence on fantasy. While dwarves and elves have deep mythological roots, hobbits are more modern inventions. And their inclusion was very much a response to the adventurous life that the agrarian homebodies considered an aberration. In short, most hobbits didn't want to be adventurers, and Bilbo, Frodo, and the others were forever changed by their experiences, such that it was difficult for them to reintegrate when they returned home. You don't hear much about elves and dwarves having difficulty returning home after being adventurers, and for good reason. Tolkien was making a point about the human condition and the nature of war by using hobbits as proxies.

As a literary construct, hobbits serve a specific purpose. In The Hobbit, they are proxies for children. In The Lord of the Rings, they are proxies for farmers and other folk who were thrust into the industrialized nightmare of mass warfare. In both cases, hobbits were a positioned in contrast to the violent lifestyle of adventurers who live and die by the sword.

Which is at least in part why they're challenging to integrate into a campaign world. And yet, we have strong hobbit archetypes in Dungeons & Dragons, thanks to Dragonlance.

Kender. Kender Are the Problem​

I did know one player who loved to play kender. We never played together in a campaign, at least in part because kender are an integral part of the Dragonlance setting and we weren't playing in Dragonlance. But he would play a kender in every game he played, including in massive multiplayers like Ultima Online. And he was eye-rollingly aggravating, as he loved "borrowing" things from everyone (a trait established by Tasselhoff Burrfoot).

Part of the issue with kender is that they aren't thieves, per se, but have a child-like curiosity that causes them to "borrow" things without understanding that borrowing said things without permission is tantamount to stealing in most cultures. In essence, it results in a character who steals but doesn't admit to stealing, which can be problematic for inter-party harmony. Worse, kender have a very broad idea of what to "borrow" (which is not limited to just valuables) and have always been positioned as being offended by accusations of thievery. It sets up a scenario where either the party is very tolerant of the kender or conflict ensues. This aspect of kender has been significantly minimized in the latest draft for Unearthed Arcana.

Big Heads, Little Bodies​

The latest incarnation of halflings brings them back to the fun-loving roots. Their appearance is decidedly not "little children" or "overweight short people." Rather, they appear more like political cartoons of eras past, where exaggerated features were used as caricatures, adding further to their comical qualities. But this doesn't solve the outstanding problem that, for a game that is often about conflict, the original prototypes for halflings avoided it. They were heroes precisely because they were thrust into difficult situations and had to rise to the challenge. That requires significant work in a campaign to encourage a player to play a halfling character who would rather just stay home.

There's also the simple matter of integrating halflings into societies where they aren't necessarily living apart. Presumably, most human campaigns have farmers; dwarves and elves occupy less civilized niches, where halflings are a working class who lives right alongside the rest of humanity in plain sight. Figuring out how to accommodate them matters a lot. Do humans just treat them like children? Would halflings want to be anywhere near a larger humanoids' dwellings as a result? Or are halflings given mythical status like fey? Or are they more like inveterate pranksters and tricksters, treating them more like gnomes? And if halflings are more like gnomes, then why have gnomes?

There are opportunities to integrate halflings into a world, but they aren't quite so easy to plop down into a setting as dwarves and elves. I still haven't quite figured out how to make them work in my campaign that doesn't feel like a one-off rather than a separate species. But I did finally find a space for gnomes, which I'll discuss in another article.

Your Turn: How have you integrated halflings into your campaign world?
 

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Michael Tresca

Michael Tresca

Is having six-fingered hands the only thing that makes ancient hobgoblins different from everyone else?
That, and their world-changing (and cosmos-changing!) technology combined with divine magic, and their post-modern civilizations, etc., all of which ended ages ago but still now and then has influence today.

Every time we see anything in the shape of a hexagon now we immediately think Hobgoblin influence, and are usually right. :)
If you did more world-building than that, it wasn't present in your post. And in this post all you've added is that hobbits have small, isolated countries and/or city-states, just like dwarves. Which, again, doesn't tell me anything. And many of your previous posts have described hobbits as... just about the same as everyone else. They are good chefs, that's about all I can recall from your descriptions that could be unique to them.
Question, though: why must they be unique?

I should note I only have one other shortie in my games, that being Gnomes, thus Hobbits' stature makes them somewhat unusual in itself. (Dwarves are a bit taller, then Elves, then Humans) I should also note we somewhat base on a Tolkein foundation more than does mainstream D&D, though by no means slavishly so - my ten-word campaign summary in that other thread consists of "JRR Tolkein, may I introduce you to Xena, Warrior Princess". Hobbits have their place in such a setting.

Mechanically, they have innate nimbleness and toughness to an extent no other playable species does. They alone also get big bonuses with thrown or fired missiles; all of this coming at cost of a) some Strength and Wisdom (even though they make excellent Clerics they have to fight a small Wisdom penalty to do so), b) a ban on use of weapons over a certain size, and c) and a few soft guidelines on one's backstory. Now of course none of this applies to 5e, but I've no reason to care about that.
Who is the underdog in a street fight, the 200 lb ripped man with a biker chain, or the 90 lb girl with a shotgun?
Dunno. Is the gun loaded? Can his chain reach her or the gun, or is he still at range? Etc.
Magic exists. Everyone, even goblins, use magic. Halflings have access to magic, not just "halflings can be wizards" but they have gods so they have paladins and clerics. Halflings also have no unique penalties in fighting with 29 out of 37 weapons (78%), they have no penalties to wearing armor or using shields. The common guard in the MM using a spear, shield and armor? A halfling can use that exact same equipment if they needed to.
Magic exists, yes, but while individual members of many species can learn how to access and-or use it there's very few species* wherein the great majority of members are taught this. Arcanist Goblins are unheard of+, divine-magic Goblins exist but are very uncommon.

* - in my games Drow and Githi are perhaps the only two.
+ - to use arcane magic requires a certain degree of Intelligence which falls either at or above the species maximum for Goblins.

What we're also running up against here is the ongoing trend, seen most clearly in 5e, to make species mechanically more similar and to remove penalties of any kind. I don't subscribe for a second to the idea that a Hobbit should be on average as strong as a Goliath; and I expect - and demand - that averaging to carry over to PCs of each type. On the respective bell-curve for the species, a Strength-14 Hobbit and a Strength-17 Goliath should be the same - considerably stronger than average but still well below the species maximum.

Result: Goliaths are strong and thus tend toward classes and occupations requiring lots of muscle, Hobbits are nimble and thus trend toward classes and occupations requiring dexterity.

Another differentiator that's been lost is different species' ability (or lack of) to access magic, either arcane or divine. Now it's pretty much the same for everyone, meaning any advantage gained by species that could over those that could not has been erased.

In short: the notion that all species should be more or less equally able to be all classes is IMO fundamentally flawed, and is a great contributor to the same-ness that is making Hobbits (and no doubt some other species) seem dull.
 

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Except that you're not really telling stories with RPGs. You're not writing a novel. You're playing a game where the plot and goal can be changed on the players' whims.

And they're not an endless group of mindlessly nice people. That is a racial tendency. There are plenty of not-nice or even outright evil halflings.
I am well aware the medium of rpg does not work like a book but still, plots and characters are there and things still have to hook people in so it is not a complete departure.
okay in what ways are halfling evil in what ways does it manifest that feel distinctly halfling?
 

So the halflings are best and most well known for being good, kind, caring folk? Do you not see how that could be a problem? The same way a race that is best known for being evil tortures is a problem, a race that is best known for being kind caring folk who care about their neighbors is a problem. Because it makes morality a racial trait.

And that is the line I see your posts dancing on, that halflings are just morally better than everyone else. And that is not something I'm interested in.
I don't see it as any more problematic than any other racial trait. Better craftsmen, more perceptive, more ambitious, they all have issues.
 


So the halflings are best and most well known for being good, kind, caring folk? Do you not see how that could be a problem? The same way a race that is best known for being evil tortures is a problem, a race that is best known for being kind caring folk who care about their neighbors is a problem. Because it makes morality a racial trait.

And that is the line I see your posts dancing on, that halflings are just morally better than everyone else. And that is not something I'm interested in.
A species having a general trend toward a way of life and-or a way of thinking is fine with me, as long as it's just a trend and not a hard rule. As a society on the whole Elves trend chaotic. Dwarves trend lawful. Hobbits trend Good. Humans are all over ther place. And a PC of any of those species can still be whatever its player wants it to be.
 

Halflings would totally pay off the cops. They'd get free drinks and product. The guard and nobles would be their buddies. Halfling love their friends. The illegal deals would be hard to find but the hangout would be well known.

The clean cops who threaten to ruin things would learn about how halflings blend in the crowd and have "accidents".
Well, the public part of the hangout would be well known. But finding the space where the actual deals go down, where people are trained, and where illegal/stolen goods are kept--that would be very difficult.
 

Well, the public part of the hangout would be well known. But finding the space where the actual deals go down, where people are trained, and where illegal/stolen goods are kept--that would be very difficult.
And even if you could find it, it would probably be designed such that anyone bigger than a typical Hobbit simply couldn't fit through the doors and passages. :)
 

I am well aware the medium of rpg does not work like a book but still, plots and characters are there and things still have to hook people in so it is not a complete departure.
okay in what ways are halfling evil in what ways does it manifest that feel distinctly halfling?
In what ways are humans, elves, and dwarfs uniquely evil?

And I don't mean drow or duegar, because we're not talking about Always Evil races here (or races that were once upon a time written as Always Evil). I mean, what would make a wood elf or mountain dwarf evil that is totally unique to them?

If you can't think of anything specific to such a being that no other race would share, then why demand that halflings be so unique?

I had a BBEG halfling who was a cultist of Vecna and who was posing as a charismatic tent preacher, trying to convert people into worshipping "The Undying King." He even brought people back to life! (Well, all the townsfolk thought they were alive...) He had a whole town wrapped around his fingers because he was good at what he did. The players hated him. Having this charismatic tent preacher be a different race, the game would have had a different feel.

I also had a greenhag whose preferred illusory form was halfling-shaped. In fact, she was the hook for the cultist, because she wanted the PCs to retrieve her daughter, who had decided to go off with the preacher.
 


In what ways are humans, elves, and dwarfs uniquely evil?

And I don't mean drow or duegar, because we're not talking about Always Evil races here (or races that were once upon a time written as Always Evil). I mean, what would make a wood elf or mountain dwarf evil that is totally unique to them?

If you can't think of anything specific to such a being that no other race would share, then why demand that halflings be so unique?

I had a BBEG halfling who was a cultist of Vecna and who was posing as a charismatic tent preacher, trying to convert people into worshipping "The Undying King." He even brought people back to life! (Well, all the townsfolk thought they were alive...) He had a whole town wrapped around his fingers because he was good at what he did. The players hated him. Having this charismatic tent preacher be a different race, the game would have had a different feel.

I also had a greenhag whose preferred illusory form was halfling-shaped. In fact, she was the hook for the cultist, because she wanted the PCs to retrieve her daughter, who had decided to go off with the preacher.
I used the word distinct because I wished to avoid this conversation, I did not mean evil only halflings could do but the type of evil they are well suited for both mechanically and thematically.
 

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